Files
Cubed/include/Cubed/gameplay/cave_path.hpp
zhenyan121 1a26474a05 feat: add cave (#8)
* feat: add cave generate

* fix: incorrect blocks on cave surface

* fix: non-deterministic cave generator

* refactor: move all chunk generation to dedicated generation thread

* refactor: remove inital cave

* feat: add cave parameter adjustment

* refactor: adjust cave probability
2026-05-09 20:13:55 +08:00

85 lines
2.5 KiB
C++

#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <unordered_set>
namespace Cubed {
struct PathPoint {
glm::vec3 pos;
glm::vec3 tangent{0.0f, 0.0f, 1.0f};
float rad_xz;
float rad_y;
PathPoint(const glm::vec3& p, float rx, float ry)
: pos(p), rad_xz(rx), rad_y(ry) {}
bool contains(const glm::vec3& other_pos) const {
glm::vec3 to_point = other_pos - pos;
glm::vec3 world_up(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(tangent, world_up));
if (glm::length(right) < 0.001f) {
glm::vec3 alt_up(1.0f, 0.0f, 0.0f);
right = glm::normalize(glm::cross(tangent, alt_up));
}
glm::vec3 up = glm::normalize(glm::cross(right, tangent));
float horizontal_dist = glm::dot(to_point, right);
float vertical_dist = glm::dot(to_point, up);
float a = rad_xz;
float b = rad_y;
if (a <= 0.0f || b <= 0.0f)
return false;
float check = (horizontal_dist * horizontal_dist) / (a * a) +
(vertical_dist * vertical_dist) / (b * b);
return check <= 1.0f;
}
};
class CavePath {
public:
CavePath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
static float& radius_xz_min();
static float& radius_xz_max();
static float& radius_y_min();
static float& radius_y_max();
static float& delta_angle_min();
static float& delta_angle_max();
static int& step_min();
static int& step_max();
private:
static inline float m_radius_xz_min = 5.0f;
static inline float m_radius_xz_max = 15.0f;
static inline float m_radius_y_min = 4.0f;
static inline float m_radius_y_max = 10.0f;
static inline float m_delta_angle_min = -5.0f;
static inline float m_delta_angle_max = 5.0f;
static inline int m_step_min = 10;
static inline int m_step_max = 400;
int m_path_id = 0;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_pitch = 0.0f;
int m_step = 0;
float m_step_len = 1.0f;
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
Random m_random;
std::vector<PathPoint> m_points;
std::unordered_set<ChunkPos, ChunkPos::Hash> m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};
} // namespace Cubed